Guest Traveller Posted August 1, 2008 Share Posted August 1, 2008 So what resolutions are available? Link to comment
Avenger Posted August 1, 2008 Share Posted August 1, 2008 Initially, the ones available in the original game. But if you alter the chu files, it depends on you. Link to comment
zefklop Posted August 1, 2008 Share Posted August 1, 2008 I guess that GUIScripts have to be altered a bit also... Link to comment
Avenger Posted August 1, 2008 Share Posted August 1, 2008 I guess that GUIScripts have to be altered a bit also... That's true, though, if he created all the graphical resources, i would do the rest Link to comment
zefklop Posted August 1, 2008 Share Posted August 1, 2008 I guess that GUIScripts have to be altered a bit also... That's true, though, if he created all the graphical resources, i would do the rest It would be nice to make a GUI àla neverwinter nights, which is modular enough to handle any resolution above 640*480. That would avoid such jobs, and help for wide or 5/4 screens. I have a 1280*1024 flat screen, and that is not standard for the IE games... Link to comment
Avenger Posted August 2, 2008 Share Posted August 2, 2008 Well, the neverwinter gui has almost no artistic value. It resizes well, but with the cost of virtually no bitmaps. If someone creates something like it as a patch, fine. Link to comment
zefklop Posted August 2, 2008 Share Posted August 2, 2008 Well, the neverwinter gui has almost no artistic value.It resizes well, but with the cost of virtually no bitmaps. If someone creates something like it as a patch, fine. The best would probably to steal some code of the widescreen mode by the bigg. What this mode makes statically, this could be done dynamically in gemrb. Link to comment
Avenger Posted August 2, 2008 Share Posted August 2, 2008 Well, the neverwinter gui has almost no artistic value.It resizes well, but with the cost of virtually no bitmaps. If someone creates something like it as a patch, fine. The best would probably to steal some code of the widescreen mode by the bigg. What this mode makes statically, this could be done dynamically in gemrb. 1. He simply overwrites constants in the engine. 2. GemRB calculates window positions dynamically already. 3. the problem is with the hardcoded backgrounds which couldn't be stretched, those prove to be a problem for the wsm too. Link to comment
zefklop Posted August 3, 2008 Share Posted August 3, 2008 doesn't he write a new chu file ? I knew he overwrites some engine constants, but I thought it was for telling the game "I want you to cre Link to comment
zefklop Posted August 3, 2008 Share Posted August 3, 2008 doesn't he write a new chu file ? I knew he overwrites some engine constants, but I thought it was for telling the game "I want you to create a screen of X*Y instead of 640*480, and then I provide the CHU file". Link to comment
Avenger Posted August 3, 2008 Share Posted August 3, 2008 I doubt he created artistically pleasing chus But if he does, you can just throw them onto gemrb you don't really have to change much else. Contrary to the IE engine, GemRB doesn't have any resolutions hardwired in the code. Link to comment
zefklop Posted August 3, 2008 Share Posted August 3, 2008 I meant "creating atomatically from the existing ones", and that is not so artistic... Link to comment
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